Counter Strike : Global Offensive Source Code
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//========= Copyright (c) 1996-2007, Valve LLC, All rights reserved. ============
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#include "BaseVSShader.h"
#if !defined( _GAMECONSOLE )
#include "engine_post_vs30.inc"
#include "engine_post_ps30.inc"
#endif
#include "engine_post_vs20.inc"
#include "engine_post_ps20.inc"
#include "engine_post_ps20b.inc"
#include "../materialsystem_global.h"
// NOTE: This has to be the last file included!
#include "tier0/memdbgon.h"
ConVar mat_screen_blur_override( "mat_screen_blur_override", "-1.0", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY );
ConVar mat_depth_blur_focal_distance_override( "mat_depth_blur_focal_distance_override", "-1.0", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY );
ConVar mat_depth_blur_strength_override( "mat_depth_blur_strength_override", "-1.0", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY );
ConVar mat_grain_scale_override( "mat_grain_scale_override", "-1.0", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY );
ConVar mat_local_contrast_scale_override( "mat_local_contrast_scale_override", "0.0", FCVAR_CHEAT );
ConVar mat_local_contrast_midtone_mask_override( "mat_local_contrast_midtone_mask_override", "-1.0", FCVAR_CHEAT );
ConVar mat_local_contrast_vignette_start_override( "mat_local_contrast_vignette_start_override", "-1.0", FCVAR_CHEAT );
ConVar mat_local_contrast_vignette_end_override( "mat_local_contrast_vignette_end_override", "-1.0", FCVAR_CHEAT );
ConVar mat_local_contrast_edge_scale_override( "mat_local_contrast_edge_scale_override", "-1000.0", FCVAR_CHEAT );
ConVar mat_vignette_enable( "mat_vignette_enable", "1", FCVAR_REPLICATED );
ConVar mat_noise_enable( "mat_noise_enable", "0", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY );
DEFINE_FALLBACK_SHADER( Engine_Post, Engine_Post_dx9 )
BEGIN_VS_SHADER_FLAGS( Engine_Post_dx9, "Engine post-processing effects (software anti-aliasing, bloom, color-correction", SHADER_NOT_EDITABLE )
BEGIN_SHADER_PARAMS
SHADER_PARAM( FBTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "_rt_FullFrameFB", "Full framebuffer texture" )
SHADER_PARAM( AAENABLE, SHADER_PARAM_TYPE_BOOL, "0", "Enable software anti-aliasing" )
SHADER_PARAM( FXAAINTERNALC, SHADER_PARAM_TYPE_VEC4, "[0 0 0 0]", "Internal fxaa Console values set via material proxy" )
SHADER_PARAM( FXAAINTERNALQ, SHADER_PARAM_TYPE_VEC4, "[0 0 0 0]", "Internal fxaa Quality values set via material proxy" )
SHADER_PARAM( AAINTERNAL1, SHADER_PARAM_TYPE_VEC4, "[0 0 0 0]", "Internal anti-aliasing values set via material proxy" )
SHADER_PARAM( AAINTERNAL2, SHADER_PARAM_TYPE_VEC4, "[0 0 0 0]", "Internal anti-aliasing values set via material proxy" )
SHADER_PARAM( AAINTERNAL3, SHADER_PARAM_TYPE_VEC4, "[0 0 0 0]", "Internal anti-aliasing values set via material proxy" )
SHADER_PARAM( BLOOMENABLE, SHADER_PARAM_TYPE_BOOL, "1", "Enable bloom" )
SHADER_PARAM( BLOOMAMOUNT, SHADER_PARAM_TYPE_FLOAT, "1.0", "Bloom scale factor" )
SHADER_PARAM( SCREENEFFECTTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "used for paint or vomit screen effect" )
SHADER_PARAM( DEPTHBLURENABLE, SHADER_PARAM_TYPE_BOOL, "0", "Inexpensive depth-of-field substitute" )
SHADER_PARAM( ALLOWVIGNETTE, SHADER_PARAM_TYPE_BOOL, "0", "Allow vignette" )
SHADER_PARAM( VIGNETTEENABLE, SHADER_PARAM_TYPE_BOOL, "0", "Enable vignette" )
SHADER_PARAM( INTERNAL_VIGNETTETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "dev/vignette", "" )
SHADER_PARAM( ALLOWNOISE, SHADER_PARAM_TYPE_BOOL, "0", "Allow noise" )
SHADER_PARAM( NOISEENABLE, SHADER_PARAM_TYPE_BOOL, "0", "Enable noise" )
SHADER_PARAM( NOISESCALE, SHADER_PARAM_TYPE_FLOAT, "0", "Noise scale" )
SHADER_PARAM( NOISETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "Noise texture" )
SHADER_PARAM( ALLOWLOCALCONTRAST, SHADER_PARAM_TYPE_BOOL, "0", "Enable local contrast enhancement" )
SHADER_PARAM( LOCALCONTRASTENABLE, SHADER_PARAM_TYPE_BOOL, "0", "Enable local contrast enhancement" )
SHADER_PARAM( LOCALCONTRASTSCALE, SHADER_PARAM_TYPE_FLOAT, "0", "Local contrast scale" )
SHADER_PARAM( LOCALCONTRASTMIDTONEMASK, SHADER_PARAM_TYPE_FLOAT, "0", "Local contrast midtone mask" )
SHADER_PARAM( LOCALCONTRASTVIGNETTESTART, SHADER_PARAM_TYPE_BOOL, "0", "Enable local contrast enhancement" )
SHADER_PARAM( LOCALCONTRASTVIGNETTEEND, SHADER_PARAM_TYPE_FLOAT, "0", "Local contrast scale" )
SHADER_PARAM( LOCALCONTRASTEDGESCALE, SHADER_PARAM_TYPE_FLOAT, "0", "Local contrast midtone mask" )
SHADER_PARAM( BLURREDVIGNETTEENABLE, SHADER_PARAM_TYPE_BOOL, "0", "Enable blurred vignette" )
SHADER_PARAM( BLURREDVIGNETTESCALE, SHADER_PARAM_TYPE_FLOAT, "0", "blurred vignette strength" )
SHADER_PARAM( FADETOBLACKSCALE, SHADER_PARAM_TYPE_FLOAT, "0", "fade strength" )
SHADER_PARAM( DEPTHBLURFOCALDISTANCE, SHADER_PARAM_TYPE_FLOAT, "0", "Distance in dest-alpha space [0,1] of focal plane." )
SHADER_PARAM( DEPTHBLURSTRENGTH, SHADER_PARAM_TYPE_FLOAT, "0", "Strength of depth-blur effect" )
SHADER_PARAM( SCREENBLURSTRENGTH, SHADER_PARAM_TYPE_FLOAT, "0", "Full-screen blur factor" )
SHADER_PARAM( VOMITCOLOR1, SHADER_PARAM_TYPE_VEC3, "[0 0 0 0]", "1st vomit blend color" )
SHADER_PARAM( VOMITCOLOR2, SHADER_PARAM_TYPE_VEC3, "[0 0 0 0]", "2st vomit blend color" )
SHADER_PARAM( VOMITREFRACTSCALE, SHADER_PARAM_TYPE_FLOAT, "0.15", "vomit refract strength" )
SHADER_PARAM( VOMITENABLE, SHADER_PARAM_TYPE_BOOL, "0", "Enable vomit refract" )
SHADER_PARAM( FADECOLOR, SHADER_PARAM_TYPE_VEC4, "[0 0 0 0]", "viewfade color" )
SHADER_PARAM( FADE, SHADER_PARAM_TYPE_INTEGER, "0", "fade type. 0 = off, 1 = lerp, 2 = modulate" )
SHADER_PARAM( TV_GAMMA, SHADER_PARAM_TYPE_INTEGER, "0", "0 default, 1 used for laying off 360 movies" )
SHADER_PARAM( DESATURATEENABLE, SHADER_PARAM_TYPE_INTEGER, "0", "Desaturate with math, turns off color correction" )
SHADER_PARAM( DESATURATION, SHADER_PARAM_TYPE_FLOAT, "0", "Desaturation Amount" )
// Tool color correction setup
SHADER_PARAM( TOOLMODE, SHADER_PARAM_TYPE_BOOL, "1", "tool mode" )
SHADER_PARAM( TOOLCOLORCORRECTION, SHADER_PARAM_TYPE_FLOAT, "1", "tool color correction override" )
SHADER_PARAM( WEIGHT_DEFAULT, SHADER_PARAM_TYPE_FLOAT, "1", "weight default" )
SHADER_PARAM( WEIGHT0, SHADER_PARAM_TYPE_FLOAT, "1", "weight0" )
SHADER_PARAM( WEIGHT1, SHADER_PARAM_TYPE_FLOAT, "1", "weight1" )
SHADER_PARAM( WEIGHT2, SHADER_PARAM_TYPE_FLOAT, "1", "weight2" )
SHADER_PARAM( WEIGHT3, SHADER_PARAM_TYPE_FLOAT, "1", "weight3" )
SHADER_PARAM( NUM_LOOKUPS, SHADER_PARAM_TYPE_FLOAT, "0", "num_lookups" )
SHADER_PARAM( TOOLTIME, SHADER_PARAM_TYPE_FLOAT, "0", "tooltime" )
END_SHADER_PARAMS
SHADER_INIT_PARAMS()
{
if ( !params[ INTERNAL_VIGNETTETEXTURE ]->IsDefined() )
{
params[ INTERNAL_VIGNETTETEXTURE ]->SetStringValue( "dev/vignette" );
}
if ( !params[ AAENABLE ]->IsDefined() )
{
params[ AAENABLE ]->SetIntValue( 0 );
}
if ( !params[ FXAAINTERNALC ]->IsDefined() )
{
params[ FXAAINTERNALC ]->SetVecValue( 0, 0, 0, 0 );
}
if ( !params[ FXAAINTERNALQ ]->IsDefined() )
{
params[ FXAAINTERNALQ ]->SetVecValue( 0, 0, 0, 0 );
}
if ( !params[ AAINTERNAL1 ]->IsDefined() )
{
params[ AAINTERNAL1 ]->SetVecValue( 0, 0, 0, 0 );
}
if ( !params[ AAINTERNAL2 ]->IsDefined() )
{
params[ AAINTERNAL2 ]->SetVecValue( 0, 0, 0, 0 );
}
if ( !params[ AAINTERNAL3 ]->IsDefined() )
{
params[ AAINTERNAL3 ]->SetVecValue( 0, 0, 0, 0 );
}
if ( !params[ BLOOMENABLE ]->IsDefined() )
{
params[ BLOOMENABLE ]->SetIntValue( 1 );
}
if ( !params[ BLOOMAMOUNT ]->IsDefined() )
{
params[ BLOOMAMOUNT ]->SetFloatValue( 1.0f );
}
if ( !params[ DEPTHBLURENABLE ]->IsDefined() )
{
params[ DEPTHBLURENABLE ]->SetIntValue( 0 );
}
if ( !params[ ALLOWNOISE ]->IsDefined() )
{
params[ ALLOWNOISE ]->SetIntValue( 1 );
}
if ( !params[ NOISESCALE ]->IsDefined() )
{
params[ NOISESCALE ]->SetFloatValue( 1.0f );
}
if ( !params[ NOISEENABLE ]->IsDefined() )
{
params[ NOISEENABLE ]->SetIntValue( 0 );
}
if ( !params[ ALLOWVIGNETTE ]->IsDefined() )
{
params[ ALLOWVIGNETTE ]->SetIntValue( 1 );
}
if ( !params[ VIGNETTEENABLE ]->IsDefined() )
{
params[ VIGNETTEENABLE ]->SetIntValue( 0 );
}
if ( !params[ ALLOWLOCALCONTRAST ]->IsDefined() )
{
params[ ALLOWLOCALCONTRAST ]->SetIntValue( 1 );
}
if ( !params[ LOCALCONTRASTSCALE ]->IsDefined() )
{
params[ LOCALCONTRASTSCALE ]->SetFloatValue( 1.0f );
}
if ( !params[ LOCALCONTRASTMIDTONEMASK ]->IsDefined() )
{
params[ LOCALCONTRASTMIDTONEMASK ]->SetFloatValue( 1000.0f );
}
if ( !params[ LOCALCONTRASTENABLE ]->IsDefined() )
{
params[ LOCALCONTRASTENABLE ]->SetIntValue( 0 );
}
if ( !params[ LOCALCONTRASTVIGNETTESTART ]->IsDefined() )
{
params[ LOCALCONTRASTVIGNETTESTART ]->SetFloatValue( 0.7f );
}
if ( !params[ LOCALCONTRASTVIGNETTEEND ]->IsDefined() )
{
params[ LOCALCONTRASTVIGNETTEEND ]->SetFloatValue( 1.0f );
}
if ( !params[ LOCALCONTRASTEDGESCALE ]->IsDefined() )
{
params[ LOCALCONTRASTEDGESCALE ]->SetFloatValue( 0.0f );
}
if ( !params[ BLURREDVIGNETTEENABLE ]->IsDefined() )
{
params[ BLURREDVIGNETTEENABLE ]->SetIntValue( 0 );
}
if ( !params[ BLURREDVIGNETTESCALE ]->IsDefined() )
{
params[ BLURREDVIGNETTESCALE ]->SetFloatValue( 0.0f );
}
if ( !params[ FADETOBLACKSCALE ]->IsDefined() )
{
params[ FADETOBLACKSCALE ]->SetFloatValue( 0.0f );
}
if ( !params[ DEPTHBLURFOCALDISTANCE ]->IsDefined() )
{
params[ DEPTHBLURFOCALDISTANCE ]->SetFloatValue( 0.0f );
}
if ( !params[ DEPTHBLURSTRENGTH ]->IsDefined() )
{
params[ DEPTHBLURSTRENGTH ]->SetFloatValue( 0.0f );
}
if ( !params[ SCREENBLURSTRENGTH ]->IsDefined() )
{
params[ SCREENBLURSTRENGTH ]->SetFloatValue( 0.0f );
}
if ( !params[ TOOLMODE ]->IsDefined() )
{
params[ TOOLMODE ]->SetIntValue( 0 );
}
if ( !params[ TOOLCOLORCORRECTION ]->IsDefined() )
{
params[ TOOLCOLORCORRECTION ]->SetFloatValue( 0.0f );
}
if ( !params[ VOMITENABLE ]->IsDefined() )
{
params[ VOMITENABLE ]->SetIntValue( 0 );
}
if ( !params[ VOMITREFRACTSCALE ]->IsDefined() )
{
params[ VOMITREFRACTSCALE ]->SetFloatValue( 0.15f );
}
if ( !params[ VOMITCOLOR1 ]->IsDefined() )
{
params[ VOMITCOLOR1 ]->SetVecValue( 1.0, 1.0, 0.0 );
}
if ( !params[ VOMITCOLOR2 ]->IsDefined() )
{
params[ VOMITCOLOR2 ]->SetVecValue( 0.0, 1.0, 0.0 );
}
if ( !params[ FADE ]->IsDefined() )
{
params[ FADE ]->SetIntValue( 0 );
}
if ( !params[ FADECOLOR ]->IsDefined() )
{
params[ FADECOLOR ]->SetVecValue( 0.0f, 0.0f, 0.0f, 0.0f );
}
if ( !params[ TV_GAMMA ]->IsDefined() )
{
params[ TV_GAMMA ]->SetIntValue( 0 );
}
if ( !params[ DESATURATEENABLE ]->IsDefined() )
{
params[ DESATURATEENABLE ]->SetIntValue( 0 );
}
if ( !params[ DESATURATION ]->IsDefined() )
{
params[ DESATURATION ]->SetFloatValue( 0.0f );
}
SET_FLAGS2( MATERIAL_VAR2_NEEDS_FULL_FRAME_BUFFER_TEXTURE );
}
SHADER_FALLBACK
{
// This shader should not be *used* unless we're >= DX9 (bloomadd.vmt/screenspace_general_dx8 should be used for DX8)
return 0;
}
SHADER_INIT
{
if ( params[BASETEXTURE]->IsDefined() )
{
LoadTexture( BASETEXTURE );
}
if ( params[FBTEXTURE]->IsDefined() )
{
LoadTexture( FBTEXTURE );
}
if ( params[SCREENEFFECTTEXTURE]->IsDefined() )
{
LoadTexture( SCREENEFFECTTEXTURE );
}
if ( params[NOISETEXTURE]->IsDefined() )
{
LoadTexture( NOISETEXTURE );
}
if ( params[INTERNAL_VIGNETTETEXTURE]->IsDefined() )
{
LoadTexture( INTERNAL_VIGNETTETEXTURE );
}
}
SHADER_DRAW
{
bool bSFM = ( ToolsEnabled() && IsPlatformWindowsPC() && g_pHardwareConfig->SupportsPixelShaders_3_0() ) ? true : false;
bSFM;
bool bToolMode = params[TOOLMODE]->GetIntValue() != 0;
bool bDepthBlurEnable = params[ DEPTHBLURENABLE ]->GetIntValue() != 0;
bool bForceSRGBReadsAndWrites = false;
SHADOW_STATE
{
// This shader uses opaque blending, but needs to match the behaviour of bloom_add/screen_spacegeneral,
// which uses additive blending (and is used when bloom is enabled but col-correction and AA are not).
// BUT!
// Hardware sRGB blending is incorrect (on pre-DX10 cards, sRGB values are added directly).
// SO...
// When doing the bloom addition in the pixel shader, we need to emulate that incorrect
// behaviour - by turning sRGB read OFF for the FB texture and by turning sRGB write OFF
// (which is fine, since the AA process works better on an sRGB framebuffer than a linear
// one; gamma colours more closely match luminance perception. The color-correction process
// has always taken gamma-space values as input anyway).
// On OpenGL, we MUST do sRGB reads from the bloom and full framebuffer textures AND sRGB
// writes on the way out to the framebuffer. Hence, our colors are linear in the shader.
// Given this, we use the LINEAR_INPUTS combo to convert to sRGB for the purposes of color
// correction, since that is how the color correction textures are authored.
bool bLinearInput = false;
bool bLinearOutput = false;
pShaderShadow->EnableBlending( false );
// The (sRGB) bloom texture is bound to sampler 0
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, bForceSRGBReadsAndWrites );
pShaderShadow->EnableSRGBWrite( bForceSRGBReadsAndWrites );
// The (sRGB) full framebuffer texture is bound to sampler 1:
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, bForceSRGBReadsAndWrites );
// Up to 4 (sRGB) color-correction lookup textures are bound to samplers 2-5:
int nLookupCount = MIN( (int) params[NUM_LOOKUPS]->GetFloatValue(), 3 );
for( int i = 0 ; i < nLookupCount; i++ )
{
pShaderShadow->EnableTexture( ( Sampler_t ) ( SHADER_SAMPLER2 + i ), true );
pShaderShadow->EnableSRGBRead( ( Sampler_t ) ( SHADER_SAMPLER2 + i ), false );
}
// Noise
pShaderShadow->EnableTexture( SHADER_SAMPLER6, true );
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER6, false );
// Vignette
pShaderShadow->EnableTexture( SHADER_SAMPLER7, true );
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER7, false );
// Screen effect texture
pShaderShadow->EnableTexture( SHADER_SAMPLER8, true );
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER8, false );
int format = VERTEX_POSITION;
int numTexCoords = 1;
int * pTexCoordDimensions = NULL;
int userDataSize = 0;
pShaderShadow->VertexShaderVertexFormat( format, numTexCoords, pTexCoordDimensions, userDataSize );
#if !defined( _GAMECONSOLE )
if( g_pHardwareConfig->SupportsPixelShaders_3_0() )
{
DECLARE_STATIC_VERTEX_SHADER( engine_post_vs30 );
SET_STATIC_VERTEX_SHADER( engine_post_vs30 );
}
else
#endif
{
DECLARE_STATIC_VERTEX_SHADER( engine_post_vs20 );
SET_STATIC_VERTEX_SHADER( engine_post_vs20 );
}
#if !defined( _GAMECONSOLE )
if( g_pHardwareConfig->SupportsPixelShaders_3_0() )
{
DECLARE_STATIC_PIXEL_SHADER( engine_post_ps30 );
SET_STATIC_PIXEL_SHADER_COMBO( TOOL_MODE, bToolMode );
SET_STATIC_PIXEL_SHADER_COMBO( DEPTH_BLUR_ENABLE, bDepthBlurEnable );
SET_STATIC_PIXEL_SHADER_COMBO( LINEAR_INPUT, bLinearInput );
SET_STATIC_PIXEL_SHADER_COMBO( LINEAR_OUTPUT, bLinearOutput );
SET_STATIC_PIXEL_SHADER( engine_post_ps30 );
}
else
#endif
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_STATIC_PIXEL_SHADER( engine_post_ps20b );
SET_STATIC_PIXEL_SHADER_COMBO( TOOL_MODE, bToolMode );
SET_STATIC_PIXEL_SHADER_COMBO( DEPTH_BLUR_ENABLE, bDepthBlurEnable );
SET_STATIC_PIXEL_SHADER_COMBO( LINEAR_INPUT, bLinearInput );
SET_STATIC_PIXEL_SHADER_COMBO( LINEAR_OUTPUT, bLinearOutput );
SET_STATIC_PIXEL_SHADER( engine_post_ps20b );
}
else
{
DECLARE_STATIC_PIXEL_SHADER( engine_post_ps20 );
SET_STATIC_PIXEL_SHADER_COMBO( TOOL_MODE, bToolMode );
SET_STATIC_PIXEL_SHADER_COMBO( DEPTH_BLUR_ENABLE, bDepthBlurEnable );
SET_STATIC_PIXEL_SHADER( engine_post_ps20 );
}
}
DYNAMIC_STATE
{
BindTexture( SHADER_SAMPLER0, bForceSRGBReadsAndWrites ? TEXTURE_BINDFLAGS_SRGBREAD : TEXTURE_BINDFLAGS_NONE, BASETEXTURE, -1 );
// FIXME: need to set FBTEXTURE to be point-sampled (will speed up this shader significantly on 360)
// and assert that it's set to SHADER_TEXWRAPMODE_CLAMP (since the shader will sample offscreen)
BindTexture( SHADER_SAMPLER1, bForceSRGBReadsAndWrites ? TEXTURE_BINDFLAGS_SRGBREAD : TEXTURE_BINDFLAGS_NONE, FBTEXTURE, -1 );
ShaderColorCorrectionInfo_t ccInfo = { false, 0, 1.0f, { 1.0f, 1.0f, 1.0f, 1.0f } };
float flTime;
if ( bToolMode )
{
flTime = params[TOOLTIME]->GetFloatValue();
}
else
{
flTime = pShaderAPI->CurrentTime();
}
// ps20b has a desaturation control that overrides color correction, only used by the SFM (tools mode on Windows)
bool bDesaturateEnable = bToolMode && ( params[DESATURATEENABLE]->GetIntValue() != 0 ) && g_pHardwareConfig->SupportsPixelShaders_2_b() && IsPlatformWindows();
if ( params[FADE]->GetIntValue() == 0 )
{
// Not fading, so set the constant to cause nothing to change about the pixel color
float vConst[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
pShaderAPI->SetPixelShaderConstant( 15, vConst );
}
else
{
pShaderAPI->SetPixelShaderConstant( 15, params[ FADECOLOR ]->GetVecValue(), 1 );
}
if ( bDesaturateEnable )
{
float vPsConst[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
vPsConst[0] = params[DESATURATION]->GetFloatValue();
pShaderAPI->SetPixelShaderConstant( 16, vPsConst, 1 );
}
else // set up color correction
{
bool bToolColorCorrection = params[TOOLCOLORCORRECTION]->GetIntValue() != 0;
if ( bToolColorCorrection )
{
ccInfo.m_bIsEnabled = true;
ccInfo.m_nLookupCount = (int) params[NUM_LOOKUPS]->GetFloatValue();
ccInfo.m_flDefaultWeight = params[WEIGHT_DEFAULT]->GetFloatValue();
ccInfo.m_pLookupWeights[0] = params[WEIGHT0]->GetFloatValue();
ccInfo.m_pLookupWeights[1] = params[WEIGHT1]->GetFloatValue();
ccInfo.m_pLookupWeights[2] = params[WEIGHT2]->GetFloatValue();
ccInfo.m_pLookupWeights[3] = params[WEIGHT3]->GetFloatValue();
}
else
{
pShaderAPI->GetCurrentColorCorrection( &ccInfo );
}
}
int colCorrectNumLookups = MIN( ccInfo.m_nLookupCount, 3 );
if ( colCorrectNumLookups )
{
int i;
for ( i = 0; i < colCorrectNumLookups; i++ )
{
StandardTextureId_t id = (StandardTextureId_t)(TEXTURE_COLOR_CORRECTION_VOLUME_0 + i);
bool bIsTextureValid = pShaderAPI->IsStandardTextureHandleValid( id );
if ( !bIsTextureValid )
{
// Texture isn't valid - give up now (and set the COL_CORRECT_NUM_LOOKUPS combo appropriately) otherwise GL mode will be unhappy
break;
}
pShaderAPI->BindStandardTexture( (Sampler_t)(SHADER_SAMPLER2 + i), TEXTURE_BINDFLAGS_NONE, id );
}
colCorrectNumLookups = i;
}
// Upload 1-pixel X&Y offsets [ (+dX,0,+dY,-dX) is chosen to work with the allowed ps20 swizzles ]
// The shader will sample in a cross (up/down/left/right from the current sample), for 5-tap
// (quality 0) mode and add another 4 samples in a diagonal cross, for 9-tap (quality 1) mode
ITexture * pTarget = params[FBTEXTURE]->GetTextureValue();
int width = pTarget->GetActualWidth();
int height = pTarget->GetActualHeight();
float dX = 1.0f / width;
float dY = 1.0f / height;
float offsets[4] = { +dX, 0, +dY, -dX };
pShaderAPI->SetPixelShaderConstant( 0, &offsets[0], 1 );
// Upload AA tweakables:
// x - strength (this can be used to toggle the AA off, or to weaken it where pathological cases are showing)
// y - reduction of 1-pixel-line blurring (blurring of 1-pixel lines causes issues, so it's tunable)
// z - edge threshold multiplier (default 1.0, < 1.0 => more edges softened, > 1.0 => fewer edges softened)
// w - tap offset multiplier (default 1.0, < 1.0 => sharper image, > 1.0 => blurrier image)
float tweakables[4] = { params[ AAINTERNAL1 ]->GetVecValue()[0],
params[ AAINTERNAL1 ]->GetVecValue()[1],
params[ AAINTERNAL3 ]->GetVecValue()[0],
params[ AAINTERNAL3 ]->GetVecValue()[1] };
pShaderAPI->SetPixelShaderConstant( 1, &tweakables[0], 1 );
// Upload AA UV transform (converts bloom texture UVs to framebuffer texture UVs)
float uvTrans[4] = { params[ AAINTERNAL2 ]->GetVecValue()[0],
params[ AAINTERNAL2 ]->GetVecValue()[1],
params[ AAINTERNAL2 ]->GetVecValue()[2],
params[ AAINTERNAL2 ]->GetVecValue()[3] };
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, &uvTrans[0], 1 );
// Upload FXAA constants
// ensure indexes match those in engine_post_ps2x.fxc
// refer to fxaa3_11_fxc.h for parameter documentation
//
// FXAA Console
//
float uvTrans_UpperLeftLowerRight[4] = { -0.5f*dX, -0.5f*dY, 0.5f*dX, 0.5f*dY };
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, &uvTrans_UpperLeftLowerRight[0], 1 );
float N = params[ FXAAINTERNALC ]->GetVecValue()[0];
float fxaaConsoleRcpFrameOpt[4] = { -N*dX, -N*dY, N*dX, N*dY };
pShaderAPI->SetPixelShaderConstant( 17, &fxaaConsoleRcpFrameOpt[0], 1 );
float fxaaConsoleRcpFrameOpt2[4] = { -2.0f*dX, -2.0f*dY, 2.0f*dX, 2.0f*dY };
pShaderAPI->SetPixelShaderConstant( 18, &fxaaConsoleRcpFrameOpt2[0], 1 );
float fxaaConsole360RcpFrameOpt2[4] = { 8.0f*dX, 8.0f*dY, -4.0f*dX, -4.0f*dY };
pShaderAPI->SetPixelShaderConstant( 19, &fxaaConsole360RcpFrameOpt2[0], 1 );
float fxaaConsoleEdge[4] = { 0.0f,
params[ FXAAINTERNALC ]->GetVecValue()[1],
params[ FXAAINTERNALC ]->GetVecValue()[2],
params[ FXAAINTERNALC ]->GetVecValue()[3] };
pShaderAPI->SetPixelShaderConstant( 20, &fxaaConsoleEdge[0], 1 );
float fxaaConsole360ConstDir[4] = { 1.0f, -1.0f, 0.25f, -0.25f };
pShaderAPI->SetPixelShaderConstant( 21, &fxaaConsole360ConstDir[0], 1 );
//
// FXAA Quality
//
float fxaaQualityRcpFrame[4] = { dX, dY, 0.5f*dX, 0.5f*dY };
pShaderAPI->SetPixelShaderConstant( 22, &fxaaQualityRcpFrame[0], 1 );
float fxaaQualitySubpixEdge[4] = { params[ FXAAINTERNALQ ]->GetVecValue()[0],
params[ FXAAINTERNALQ ]->GetVecValue()[1],
params[ FXAAINTERNALQ ]->GetVecValue()[2],
params[ FXAAINTERNALQ ]->GetVecValue()[3] };
pShaderAPI->SetPixelShaderConstant( 23, &fxaaQualitySubpixEdge[0], 1 );
// Upload color-correction weights:
pShaderAPI->SetPixelShaderConstant( 3, &ccInfo.m_flDefaultWeight );
pShaderAPI->SetPixelShaderConstant( 4, ccInfo.m_pLookupWeights );
int aaEnabled = false;
if ( IsGameConsole() || ( g_pHardwareConfig->SupportsPixelShaders_3_0() && !bSFM ) )
{
aaEnabled = ( params[ AAINTERNAL1 ]->GetVecValue()[0] != 0.0f ) ? 1 : 0;
}
int bloomEnabled = ( params[ BLOOMENABLE ]->GetIntValue() == 0 ) ? 0 : 1;
int colCorrectEnabled = ccInfo.m_bIsEnabled;
float flBloomFactor = bloomEnabled ? 1.0f : 0.0f;
flBloomFactor *= params[BLOOMAMOUNT]->GetFloatValue();
float bloomConstant[4] =
{
flBloomFactor,
params[ SCREENBLURSTRENGTH ]->GetFloatValue(),
params[ DEPTHBLURFOCALDISTANCE ]->GetFloatValue(),
params[ DEPTHBLURSTRENGTH ]->GetFloatValue()
};
if ( mat_screen_blur_override.GetFloat() >= 0.0f )
{
bloomConstant[1] = mat_screen_blur_override.GetFloat();
}
if ( mat_depth_blur_focal_distance_override.GetFloat() >= 0.0f )
{
bloomConstant[2] = mat_depth_blur_focal_distance_override.GetFloat();
}
#ifdef _X360
bloomConstant[3] = 0.0f; // Depth blur is currently broken on X360 because we're not writing out the depth scale properly
#else // !_X360
if ( mat_depth_blur_strength_override.GetFloat() >= 0.0f )
{
bloomConstant[3] = mat_depth_blur_strength_override.GetFloat();
}
#endif // _X360
pShaderAPI->SetPixelShaderConstant( 5, bloomConstant );
// Vignette
bool bVignetteEnable = false;
if ( mat_vignette_enable.GetInt() )
{
bVignetteEnable = ( params[ VIGNETTEENABLE ]->GetIntValue() != 0 ) && ( params[ ALLOWVIGNETTE ]->GetIntValue() != 0 );
}
if ( bVignetteEnable )
{
BindTexture( SHADER_SAMPLER7, TEXTURE_BINDFLAGS_NONE, INTERNAL_VIGNETTETEXTURE );
}
// Noise
bool bNoiseEnable = false;
if ( mat_noise_enable.GetInt() )
{
bNoiseEnable = false; //( params[ NOISEENABLE ]->GetIntValue() != 0 ) && ( params[ ALLOWNOISE ]->GetIntValue() != 0 );
}
int nFbTextureHeight = params[FBTEXTURE]->GetTextureValue()->GetActualHeight();
if ( nFbTextureHeight < 720 )
{
// Disable noise at low resolutions
bNoiseEnable = false;
}
// Be even more draconian about disabling noise at low resolutions on Mac
if ( ( nFbTextureHeight < 1024 ) )
{
bNoiseEnable = false;
}
if ( bNoiseEnable )
{
BindTexture( SHADER_SAMPLER6, TEXTURE_BINDFLAGS_NONE, NOISETEXTURE );
// Noise scale
float vPsConst6[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
vPsConst6[0] = params[ NOISESCALE ]->GetFloatValue();
if ( mat_grain_scale_override.GetFloat() != -1.0f )
{
vPsConst6[0] = mat_grain_scale_override.GetFloat();
}
if ( IsX360() )
{
vPsConst6[0] *= 0.15f;
}
if ( vPsConst6[0] <= 0.0f )
{
bNoiseEnable = false;
}
pShaderAPI->SetPixelShaderConstant( 6, vPsConst6 );
// Time % 1000 for scrolling
float vPsConst[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
vPsConst[0] = flTime;
vPsConst[0] -= (float)( (int)( vPsConst[0] / 1000.0f ) ) * 1000.0f;
pShaderAPI->SetPixelShaderConstant( 7, vPsConst, 1 );
}
// Local Contrast
bool bLocalContrastEnable = ( params[ LOCALCONTRASTENABLE ]->GetIntValue() != 0 ) && ( params[ ALLOWLOCALCONTRAST ]->GetIntValue() != 0 );
bool bBlurredVignetteEnable = ( bLocalContrastEnable ) && ( params[ BLURREDVIGNETTEENABLE ]->GetIntValue() != 0 );
if ( bLocalContrastEnable )
{
// Contrast scale
float vPsConst[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
vPsConst[0] = params[ LOCALCONTRASTSCALE ]->GetFloatValue();
if ( mat_local_contrast_scale_override.GetFloat() != 0.0f )
{
vPsConst[0] = mat_local_contrast_scale_override.GetFloat();
}
vPsConst[1] = params[ LOCALCONTRASTMIDTONEMASK ]->GetFloatValue();
if ( mat_local_contrast_midtone_mask_override.GetFloat() >= 0.0f )
{
vPsConst[1] = mat_local_contrast_midtone_mask_override.GetFloat();
}
vPsConst[2] = params[ BLURREDVIGNETTESCALE ]->GetFloatValue();
pShaderAPI->SetPixelShaderConstant( 8, vPsConst, 1 );
vPsConst[0] = params[ LOCALCONTRASTVIGNETTESTART ]->GetFloatValue();
if ( mat_local_contrast_vignette_start_override.GetFloat() >= 0.0f )
{
vPsConst[0] = mat_local_contrast_vignette_start_override.GetFloat();
}
vPsConst[1] = params[ LOCALCONTRASTVIGNETTEEND ]->GetFloatValue();
if ( mat_local_contrast_vignette_end_override.GetFloat() >= 0.0f )
{
vPsConst[1] = mat_local_contrast_vignette_end_override.GetFloat();
}
vPsConst[2] = params[ LOCALCONTRASTEDGESCALE ]->GetFloatValue();
if ( mat_local_contrast_edge_scale_override.GetFloat() >= -1.0f )
{
vPsConst[2] = mat_local_contrast_edge_scale_override.GetFloat();
}
pShaderAPI->SetPixelShaderConstant( 9, vPsConst, 1 );
}
// fade to black
float vPsConst[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
vPsConst[0] = params[ FADETOBLACKSCALE ]->GetFloatValue();
pShaderAPI->SetPixelShaderConstant( 10, vPsConst, 1 );
bool bFadeToBlackEnable = vPsConst[0] > 0.0f;
bool bVomitEnable = false; //( params[ VOMITENABLE ]->GetIntValue() != 0 );
if ( bVomitEnable )
{
BindTexture( SHADER_SAMPLER8, TEXTURE_BINDFLAGS_NONE, SCREENEFFECTTEXTURE );
params[ VOMITCOLOR1 ]->GetVecValue( vPsConst, 3 );
vPsConst[3] = params[ VOMITREFRACTSCALE ]->GetFloatValue();
pShaderAPI->SetPixelShaderConstant( 11, vPsConst, 1 );
params[ VOMITCOLOR2 ]->GetVecValue( vPsConst, 3 );
vPsConst[3] = 0.0f;
pShaderAPI->SetPixelShaderConstant( 12, vPsConst, 1 );
// Get viewport and render target dimensions and set shader constant to do a 2D mad
int nViewportX, nViewportY, nViewportWidth, nViewportHeight;
pShaderAPI->GetCurrentViewport( nViewportX, nViewportY, nViewportWidth, nViewportHeight );
int nRtWidth, nRtHeight;
pShaderAPI->GetCurrentRenderTargetDimensions( nRtWidth, nRtHeight );
float vViewportMad[4];
// screen->viewport transform
vViewportMad[0] = ( float )nRtWidth / ( float )nViewportWidth;
vViewportMad[1] = ( float )nRtHeight / ( float )nViewportHeight;
vViewportMad[2] = -( float )nViewportX / ( float )nViewportWidth;
vViewportMad[3] = -( float )nViewportY / ( float )nViewportHeight;
pShaderAPI->SetPixelShaderConstant( 13, vViewportMad, 1 );
// viewport->screen transform
vViewportMad[0] = ( float )nViewportWidth / ( float )nRtWidth;
vViewportMad[1] = ( float )nViewportHeight / ( float )nRtHeight;
vViewportMad[2] = ( float )nViewportX / ( float )nRtWidth;
vViewportMad[3] = ( float )nViewportY / ( float )nRtHeight;
pShaderAPI->SetPixelShaderConstant( 14, vViewportMad, 1 );
}
if ( !colCorrectEnabled )
{
colCorrectNumLookups = 0;
}
bool bConvertFromLinear = bToolMode && ( g_pHardwareConfig->GetHDRType() == HDR_TYPE_FLOAT );
// JasonM - double check this if the SFM needs to use the engine post FX clip in main
bool bConvertToLinear = bToolMode && bConvertFromLinear && ( g_pHardwareConfig->GetHDRType() == HDR_TYPE_FLOAT );
int nFadeType = clamp( params[FADE]->GetIntValue(), 0, 2 );
#if !defined( _GAMECONSOLE )
if ( g_pHardwareConfig->SupportsPixelShaders_3_0() )
{
DECLARE_DYNAMIC_PIXEL_SHADER( engine_post_ps30 );
SET_DYNAMIC_PIXEL_SHADER_COMBO( AA_ENABLE, aaEnabled );
SET_DYNAMIC_PIXEL_SHADER_COMBO( COL_CORRECT_NUM_LOOKUPS, colCorrectNumLookups );
SET_DYNAMIC_PIXEL_SHADER_COMBO( CONVERT_FROM_LINEAR, bConvertFromLinear );
SET_DYNAMIC_PIXEL_SHADER_COMBO( CONVERT_TO_LINEAR, bConvertToLinear );
SET_DYNAMIC_PIXEL_SHADER_COMBO( NOISE_ENABLE, bNoiseEnable ); // Always zero in Portal 2
SET_DYNAMIC_PIXEL_SHADER_COMBO( VIGNETTE_ENABLE, bVignetteEnable ); // Always zero in Portal 2
SET_DYNAMIC_PIXEL_SHADER_COMBO( LOCAL_CONTRAST_ENABLE, bLocalContrastEnable ); // Always zero in Portal 2
SET_DYNAMIC_PIXEL_SHADER_COMBO( BLURRED_VIGNETTE_ENABLE, bBlurredVignetteEnable ); // Always zero in Portal 2
SET_DYNAMIC_PIXEL_SHADER_COMBO( VOMIT_ENABLE, bVomitEnable );
SET_DYNAMIC_PIXEL_SHADER_COMBO( FADE_TO_BLACK, bFadeToBlackEnable );
SET_DYNAMIC_PIXEL_SHADER_COMBO( FADE_TYPE, nFadeType );
SET_DYNAMIC_PIXEL_SHADER_COMBO( TV_GAMMA, params[TV_GAMMA]->GetIntValue() && bToolMode ? 1 : 0 );
SET_DYNAMIC_PIXEL_SHADER_COMBO( DESATURATEENABLE, bDesaturateEnable );
SET_DYNAMIC_PIXEL_SHADER( engine_post_ps30 );
}
else
#endif
if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_DYNAMIC_PIXEL_SHADER( engine_post_ps20b );
SET_DYNAMIC_PIXEL_SHADER_COMBO( AA_ENABLE, aaEnabled );
SET_DYNAMIC_PIXEL_SHADER_COMBO( COL_CORRECT_NUM_LOOKUPS, colCorrectNumLookups );
SET_DYNAMIC_PIXEL_SHADER_COMBO( CONVERT_FROM_LINEAR, bConvertFromLinear );
SET_DYNAMIC_PIXEL_SHADER_COMBO( CONVERT_TO_LINEAR, bConvertToLinear );
SET_DYNAMIC_PIXEL_SHADER_COMBO( NOISE_ENABLE, bNoiseEnable ); // Always zero in Portal 2
SET_DYNAMIC_PIXEL_SHADER_COMBO( VIGNETTE_ENABLE, bVignetteEnable ); // Always zero in Portal 2
SET_DYNAMIC_PIXEL_SHADER_COMBO( LOCAL_CONTRAST_ENABLE, bLocalContrastEnable ); // Always zero in Portal 2
SET_DYNAMIC_PIXEL_SHADER_COMBO( BLURRED_VIGNETTE_ENABLE, bBlurredVignetteEnable ); // Always zero in Portal 2
SET_DYNAMIC_PIXEL_SHADER_COMBO( VOMIT_ENABLE, bVomitEnable );
SET_DYNAMIC_PIXEL_SHADER_COMBO( FADE_TO_BLACK, bFadeToBlackEnable );
SET_DYNAMIC_PIXEL_SHADER_COMBO( FADE_TYPE, nFadeType );
#if !defined( _X360 ) && !defined( _PS3 )
SET_DYNAMIC_PIXEL_SHADER_COMBO( TV_GAMMA, params[TV_GAMMA]->GetIntValue() && bToolMode ? 1 : 0 );
SET_DYNAMIC_PIXEL_SHADER_COMBO( DESATURATEENABLE, bDesaturateEnable );
#endif
SET_DYNAMIC_PIXEL_SHADER( engine_post_ps20b );
}
else
{
DECLARE_DYNAMIC_PIXEL_SHADER( engine_post_ps20 );
SET_DYNAMIC_PIXEL_SHADER_COMBO( AA_ENABLE, aaEnabled );
SET_DYNAMIC_PIXEL_SHADER_COMBO( COL_CORRECT_NUM_LOOKUPS, colCorrectNumLookups );
SET_DYNAMIC_PIXEL_SHADER_COMBO( VOMIT_ENABLE, bVomitEnable );
SET_DYNAMIC_PIXEL_SHADER_COMBO( FADE_TO_BLACK, bFadeToBlackEnable );
SET_DYNAMIC_PIXEL_SHADER_COMBO( FADE_TYPE, nFadeType );
SET_DYNAMIC_PIXEL_SHADER( engine_post_ps20 );
}
#if !defined( _GAMECONSOLE )
if ( g_pHardwareConfig->SupportsPixelShaders_3_0() )
{
DECLARE_DYNAMIC_VERTEX_SHADER( engine_post_vs30 );
SET_DYNAMIC_VERTEX_SHADER( engine_post_vs30 );
}
else
#endif
{
DECLARE_DYNAMIC_VERTEX_SHADER( engine_post_vs20 );
SET_DYNAMIC_VERTEX_SHADER( engine_post_vs20 );
}
}
Draw();
}
END_SHADER